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hdr.asm
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; Copyright 2012 Bubble Zap Games
;
; Licensed under the Apache License, Version 2.0 (the "License");
; you may not use this file except in compliance with the License.
; You may obtain a copy of the License at
;
; http://www.apache.org/licenses/LICENSE-2.0
;
; Unless required by applicable law or agreed to in writing, software
; distributed under the License is distributed on an "AS IS" BASIS,
; WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
; See the License for the specific language governing permissions and
; limitations under the License.
;==LoRom== ; We'll get to HiRom some other time.
.MEMORYMAP ; Begin describing the system architecture.
SLOTSIZE $8000 ; The slot is $8000 bytes in size. More details on slots later.
DEFAULTSLOT 0 ; There's only 1 slot in SNES, there are more in other consoles.
SLOT 0 $8000 ; Defines Slot 0's starting address.
SLOT 1 $0 $2000
SLOT 2 $2000 $E000
SLOT 3 $0 $10000
.ENDME ; End MemoryMap definition
.ROMBANKSIZE $8000 ; Every ROM bank is 32 KBytes in size
.ROMBANKS 8 ; Tell WLA how many ROM banks we want
.SNESHEADER
ID "SNES" ; 1-4 letter string, just leave it as "SNES"
NAME "Classic Kong Complete" ; Program Title - can't be over 21 bytes,
; "123456789012345678901" ; use spaces for unused bytes of the name.
FASTROM;SLOWROM
LOROM
CARTRIDGETYPE $00 ; $00 = ROM only, see WLA documentation for others
ROMSIZE $08 ; $10 = 4 Mbits, see WLA doc for more..
SRAMSIZE $00 ; No SRAM see WLA doc for more..
COUNTRY $01 ; $01 = U.S. $00 = Japan, that's all I know
; Values $00, $01, $0d use NTSC.
; Values in range $02..$0c use PAL. Other values are invalid.
LICENSEECODE $00 ; Just use $00
VERSION $00 ; $00 = 1.00, $01 = 1.01, etc.
.ENDSNES
.SNESNATIVEVECTOR ; Define Native Mode interrupt vector table
COP EmptyHandler
BRK EmptyHandler
ABORT EmptyHandler
NMI VBlank
IRQ EmptyHandler
.ENDNATIVEVECTOR
.SNESEMUVECTOR ; Define Emulation Mode interrupt vector table
COP EmptyHandler
ABORT EmptyHandler
NMI EmptyHandler
RESET tcc__start ; where execution starts
IRQBRK EmptyHandler
.ENDEMUVECTOR
.include "data.asm"